Okay, did a handful of matches with my friend, who *already has posted his report too.
I was Jiggs, and he was Ness, but knowing a good amount about Ness, I can make a report for this character board (so far my favorite character board).
First things first, Jiggs may be known for her aerial gameplay, but I admit, Ness has the upper-hand, his nair I rarely saw, but his fair does indeed stop Jiggs SO LONG as it is done before she gets within aerial range, otherwise, her fair, and nair, outspeed the frames of Ness' fair. Rule: Keep Jiggs in the air, strangely she is not as much of an aerial diva as Ness is.
However, do not think that because she is in the air, you have full advantage, Jiggs has some strangely effective means of getting to ground if you do not get in the air as well. Your usmash(uncharged) will be stopped DEAD if you fight a clever Jiggs, because Jiggs can cancel your usmash(uncharged) with a properly timed fair or nair, those two moves are Jiggs' trump cards for aerial combat if you didn't already know.
Next we get onto advantage points, since we are so close to the topic:
Jiggs: Air/Ness: Ground
Contrary to popular belief, Jiggs surprisingly is the defensive one in this point, but her defense is stellar if you cannot manuever your tactics to your will. If Jiggs comes from up-top, and she's not clever enough, surprise her with a shortchage PK Flash, PK Flash will help greatly when defending Jiggs, as she is all CQC, also, if you fight a Jiggs that recovers with Rollout, and you mastered your PK Flash, you can tactically time a PK Flash that will be lethal to any minorly damaged Jiggs. (This being if you have superpowers, but surprisingly to me the odds for succeeding at this are quite decent if done right.) On a final note for this part, don't forget to shieldgrab and do your back-throw of death!
Jiggs: Ground/Ness: Ground
Okay, this is stalemate zone because Jiggs will most likely counter whatever you do with Pound, or it will be a dodge-grabfest. Most likely this will also rarely happen, as Jiggs users tend to take to the skies, so be prepared for the above, as Jiggs will attempt short-hop tilts to her advantage, be warned that she also speeds up in the air, and also will attempt short-hop pounds, which are MUCH faster than on the ground.
Jiggs: Ground/Ness: Air
Careful here, Jiggs has dangerous hitbubbles for all of Ness's aerial moves, your nair will help, but a smart Jiggs may outpredict and shield into a grab. Grabs are something that you need to be careful with, Jiggs may die from shieldbreak, but will most certainly not be afraid of shielding.
Jiggs: Air/Ness: Air
Hoo! You guys are lucky! Ness has the advantage in this match-up! Take to the skies, focus on basic A moves! PK moves have no use on Jiggs unless she's picking her nonexistant nose! And that goes for ground OR air! HOWEVER, be wary! Jiggs can still give you a fatal pound as she goes to the ground to defend her position! Do not take her lightly!
Final stance: Jiggs is a verily aggressive opponent, but you have a few moves to give yourself the upper hand. I say a good 55/45 Ness' advantage in my report.
Stages of choice:
In some tournaments, Norfair is allowed, LOVE NORFAIR, IT WILL CUDDLE YOU AT NIGHT WITH ITS PROPERLY PLACED PLATFORMS THAT ENABLE MORE CENTRAL AIR-PLAY.
Avoid stages that have centered platforms, Final Destination is your friend if you aren't at counterpicks.
Kray Z. Guy signing out! *unplugs self*